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The Ringwraiths of Mordor

By FriTZZ - 7th November 2010 - 16:35 PM

Everyone knows and loves them: The Nine Nazgul, whether on foot, on their dark horses or riding flying Fellbeasts, are the mightiest of Sauron's servants.

But how can they be used to full effectiveness in-game? This guide will show you the various ways to use the Ringwraiths and bring terror over any enemy force.


Statistics and Usefulness


There are nine Nazgul in Mordor's army. However, they are not identical. In Rise of the Witch-king, there are three kinds of Ringwraiths:


The Black Riders


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A horde of six extremely powerful, yet very expensive, warriors on horses.

Cost: 2000

Things to mention: Heal and respawn once they reach level two.

The terrifying Black Riders cost a lot to get. However, they are definitely worth it.

Each one has massive amounts of health, as well as high initial damage and armor.

How to Use

The Black Riders are very agile and a magnificent harassment force. They kill resource buildings in no time and it's very hard to stop them. Their only real counter is pikemen, which can by no means catch up to them, if they are microed properly. On top of that, their high damage and speed makes them great for chasing heroes and builders.

They have high trample damage as well. But unlike in 2.01 they cannot just trample pikemen, go back to your base and heal as their heal rate is now much lower. Therefore you should use them for harassing in the first place and just trample units if there are no pikes around.

Once they reach level 2:
Black Riders at level two are much more powerful than at level one. Their respawn rate isn´t too bad, so when you lose too many of them, just send the Nazgul back to your base, wait a few minutes, and you will have another deadly horde.

Abilities:

Level 2: Dread Visage

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-25% armor and damage for enemies near the Black Riders

A useful ability which allows the riders to beat almost any non pikemen unit in combat. They also suffer minimal crush damage when trampling. Most units die instantly when trampled by level two Black Riders.

Level 4: Morgul Blade
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Deals poison damage to the targeted enemy and cripples him for ten seconds. If the unit/hero dies, he'll become a Barrow Wight.

A great power to kill heroes. Ten seconds should almost always be enough for your Riders to finish off any hero. It also has fast recharge time so don't be afraid to use it against a unit as well to turn it into a Barrow-wight. He can keep some enemies occupied.

Level 10: Screech
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Makes enemy units flee in fear

This is a very useful power, because it separates the pikemen from the main army. This way, you can trample lots of units while they are running all over the place.

You can also use it to escape when your Riders are stuck in an army, or just to get an advantage in battles. Fleeing enemies obviously are easier to kill than those that fight bravely.


The Fellbeasts


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These are Morgomir and Khamul, who ride their terrifying Fellbeasts, dragon-like monsters in the air, but can also go on foot.

Cost: 3000

Things to mention: When on their Fellbeasts, these two guys are extremely weak to arrows. Keep them away from any archers as well as Fortresses, level three resource buildings (unless the Nazgul are leveled up themselves) and ranged heroes for this reason. On foot, they have pretty strong armor as well as 6000(!) health, so they are a significant thread to the enemy army.

Khamul and Morgomir are 99,99% identical. Only their names are different.

How to Use


The first thing you want to do with these beasts is harassing. Their great speed, which can even be increased when you tell them to attack an enemy unit or building, and high damage when mounted makes them ideal for that job. However, unlike when using Black Riders, you need to be very careful of archers. If you see more than one battalion of them, fly away instantly!

Once they have gained some experience from killing resource buildings, you can also use them against the enemy army. If there are some harassing forces without archers in them, attack those. If there is a big battle, you can use Screech and then dismount and attack on foot.

Thanks to the Nazgul's abilities you will be able to win almost any battle this way.

Abilities:


1. On the Fellbeast

Level 1: Mount/Dismount

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There's not much to say. This power allows the Ringwraith to mount and dismount his Fellbeast .

Level 1: Screech

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Makes enemies flee in fear. Use it when the Nazgul is in danger or to gain advantage in battles.

2. When on foot

Level 2: Dread Visage


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-25% damage and armor for enemies near the Nazgul

This one helps a lot when facing an army. Always dismount your Nazgul in larger encounters.

Level 4: Morgul Blade


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Deals poison damage to the targeted enemy and cripples him for ten seconds. If the unit/hero dies, he'll become a Barrow Wight.

Use it to turn an enemy unit into a Wight that distracts some enemies.


The Witch-king of Angmar


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The strongest weapon of doom in Sauron's Arsenal and the leader of his army in the battle for Minas Tirith. He rides his armored Fellbeast or destroys his enemies walking.

Cost: 5000

How to Use

Just like the other Fellbeasts, the Witch-king should also be used for harassing until he reaches level two. However, you can also use him to destroy units instantly. He has much better armor than Morgomir and Khamul and can therefore kill weaker archers even when mounted. He also deals high splash damage when dismounted. Because of this, send him to big battles whenever you feel you need him.

Abilities:

Level 1: Mount/Dismount

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There's not much to say. This power allows the Witch-king to mount and dismount his Fellbeast .

Level 2: Dread Wrath


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Weakens enemy units nearby

Level 6: Screech


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Makes enemies flee in fear.

This power allows the Witch-king to flee out of difficult situation as well as providing support in combat.

Level 10: Hour of the Witch-king


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Resets all special ability timers in the targeted area. Also stuns all units in the area with terror.

A great ability, that really makes your Mordor army superior to any other. Not only does it make your opponent's heroes unable to cast ANY abilities, which is huge itself, it also stuns all the enemies for 15 seconds. This is as long as Cloud Break does.